Reveal the top four cards of your library. You may put a creature card from among them into play with "At the end of your turn, return this creature to its owner's hand." Then put the rest of the cards revealed this way on the bottom of your library in any order.

AEthermage's Touch

{2}{W}{U}

Instant

Reveal the top four cards of your library. You may put a creature card from among them into play. It has "At the end of your turn, return this creature to its owner's hand." Then put the rest of the cards revealed this way on the bottom of your library in any order.

At the beginning of your upkeep, if there is a time counter on All Hallow's Eve, remove a time counter from it. If there are no more time counters on it, each player returns all creature cards from his or her graveyard to play.

All Hallow's Eve

{2}{B}{B}

Sorcery

Remove All Hallow's Eve from the game with two scream counters on it.

At the beginning of your upkeep, if All Hallow's Eve is removed from the game with a scream counter on it, remove a scream counter from it. If there are no more scream counters on it, put it into your graveyard and each player returns all creature cards from his or her graveyard to play.

An opponent chooses a card in your graveyard. You may pay {G}. If you do, that opponent chooses a card not already chosen for Forgotten Lore. You may repeat this process any number of times. Put the last chosen card in your hand.

Forgotten Lore

{G}

Sorcery

Target opponent chooses a card in your graveyard. You may pay {G}. If you do, repeat this process except that opponent can't choose a card already chosen for Forgotten Lore. Then put the last chosen card into your hand.

Flip a coin. If you win the flip, you gain 1 life and target opponent loses 1 life. If you lose the flip, you lose 1 life and that opponent gains 1 life. The winner of each flip decides whether to flip again. Double the life stakes with each flip.

Game of Chaos

{R}{R}{R}

Sorcery

Flip a coin. If you win the flip, you gain 1 life and target opponent loses 1 life, and you decide whether to flip again. If you lose the flip, you lose 1 life and that opponent gains 1 life, and that player decides whether to flip again. Double the life stakes with each flip.

Whenever a player plays an activated ability of enchanted creature with {T} in its activation cost that doesn't produce mana, you may pay {1}. If you do, counter that ability. If you don't, sacrifice Imprison.

Whenever enchanted creature attacks or blocks, you may pay {1}. If you do, tap the creature and remove it from combat. If it blocked and a creature it blocked now has no blockers, that creature is considered unblocked. If you don't pay {1}, sacrifice Imprison.

Imprison

{B}

Enchantment — Aura

Enchant creature

Whenever a player plays an activated ability of enchanted creature with {T} in its cost that isn't a mana ability, you may pay {1}. If you do, counter that ability. If you don't, sacrifice Imprison.

Whenever enchanted creature attacks or blocks, you may pay {1}. If you do, tap the creature and remove it from combat. Creatures it blocked that no other creatures blocked this combat become unblocked. If you don't pay {1}, sacrifice Imprison.

If you would draw a card during your draw step, instead you may skip that draw. If you do, until the beginning of your next turn, you can't be attacked except by creatures with flying and/or islandwalk.

Island Sanctuary

{1}{W}

Enchantment

If you would draw a card during your draw step, instead you may skip that draw. If you do, until your next turn, you can't be attacked except by creatures with flying and/or islandwalk.

When Stangg comes into play, if Stangg is in play, put a legendary 3/4 red and green Stangg-Twin creature token into play.

When Stangg leaves play, remove the Stangg-Twin created with it from the game.

When the Stangg-Twin created with Stangg leaves play, sacrifice Stangg.

3/4

Stangg

{4}{R}{G}

Legendary Creature

When Stangg comes into play, if Stangg is in play, put a legendary 3/4 red and green Stangg-Twin creature token into play. When Stangg leaves play, remove that token from the game. When that token leaves play, sacrifice Stangg.

At the beginning of each upkeep, count the number of permanents. If the number is odd, until end of turn, red creatures get +1/+1 and whenever a player taps a Mountain for mana, its controller adds {R} to his or her mana pool. If the number is even, until end of turn, red creatures get -1/-1 and if a player taps a Mountain for mana, it produces colorless mana instead of its normal type.

Chaos Moon

{3}{R}

Enchantment

At the beginning of each upkeep, count the number of permanents. If the number is odd, until end of turn, red creatures get +1/+1 and whenever a player taps a Mountain for mana, its controller adds {R} to his or her mana pool. If the number is even, until end of turn, red creatures get -1/-1 and if a player taps a Mountain for mana, it produces colorless mana instead of any other type.

Creatures can't attack you unless their controller pays {X} for each creature attacking you, where X is the number of basic land types among lands you control. (This cost is paid as attackers are declared.)

Collective Restraint

{3}{U}

Enchantment

Creatures can't attack you unless their controller pays {X} for each creature he or she controls that's attacking you, where X is the number of basic land types among lands you control.

Hollow Warrior can't attack or block unless you tap an untapped creature you control not declared as an attacking or blocking creature this turn. (This cost is paid as attackers or blockers are declared.)

4/4

Hollow Warrior

{4}

Artifact Creature — Golem

Hollow Warrior can't attack or block unless you tap an untapped creature you control not declared as an attacking or blocking creature this turn.

{1}{W}: Until end of turn, target creature gains "This creature can't attack or block unless its controller pays {1} for each Cleric in play. (This cost is paid as attackers or blockers are declared.)"

1/3

Whipgrass Entangler

{2}{W}

Creature — Cleric

{1}{W}: Until end of turn, target creature gains "This creature can't attack or block unless its controller pays {1} for each Cleric in play."

For each tapped nonland permanent target opponent controls, search that player's library for a card with the same name as that permanent and put it into play under your control. Then that player shuffles his or her library.

Choose target creature. Reveal cards from the top of your library until you reveal a nonland card. That creature gets +X/-X until end of turn, where X is that card's converted mana cost. Put all cards revealed this way on the bottom of your library in any order.

Choose one — Search your library for a basic land card, reveal it, put it into your hand, then shuffle your library; or return target creature card from your graveyard to your hand; or target creature gains flying until end of turn.

Split second (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.)

Choose target card in a graveyard other than a basic land. Search its owner's graveyard, hand, and library for all cards with the same name as that card and remove them from the game. Then that player shuffles his or her library.

All Slivers have "{0}: If this creature is in play, flip a coin. If you win the flip, remove this creature from the game and return it to play under its owner's control at end of turn. If you lose the flip, sacrifice it."

Suspend 4—{1}{G} (Rather than play this card from your hand, you may pay {1}{G} and remove it from the game with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost. It has haste.)

Suspend 10—{W} (Rather than play this card from your hand, you may pay {W} and remove it from the game with ten time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.)

Whenever Intet, the Dreamer deals combat damage to a player, you may pay {2}{U}. If you do, remove the top card of your library from the game face down. You may look at that card as long as it remains removed from the game. You may play that card without paying its mana cost as long as Intet remains in play.

{0}: Until end of turn, Jodah's Avenger gets -1/-1 and gains your choice of double strike, protection from red, vigilance, or shadow. (A creature with shadow can block or be blocked by only creatures with shadow.)

Suspend 3—{W} (Rather than play this card from your hand, you may pay {W} and remove it from the game with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost. It has haste.)

Suspend 2—{1}{R}{R} (Rather than play this card from your hand, you may pay {1}{R}{R} and remove it from the game with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.)

Target opponent chooses a card in your graveyard. You may pay {B}. If you do, repeat this process except that opponent can't choose a card already chosen for Shrouded Lore. Then put the last chosen card into your hand.

Counter target instant or sorcery spell. Its controller reveals cards from the top of his or her library until he or she reveals an instant or sorcery card. That player may play that card without paying its mana cost. Then he or she shuffles his or her library.

Morph {U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

When Timebender is turned face up, choose one — Remove two time counters from target permanent or suspended card; or put two time counters on target permanent with a time counter on it or suspended card.

Suspend 4—{1}{U} (Rather than play this card from your hand, you may pay {1}{U} and remove it from the game with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost. It has haste.)

When the last time counter is removed from Veiling Oddity while it's removed from the game, creatures are unblockable this turn.

Whenever a creature comes into play, if you played it from your hand, you may search your library for a creature card with the same total power and toughness and put it into play. If you do, shuffle your library.